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  1. When you throw a small entity (with rigidbody physics, above 0 mass, swept collision mode on or off, and a generated or convex hull physics shape) the entity will sometimes fall right through the ground (whether the ground is a imported model, terrain, or BSP box). The throwing script I use is a slightly modified version of the FPSplayer.lua script. I made a video to help show the problem. https://www.youtube.com/watch?v=NYBlJxsM04k
  2. While testing my level by running the exe, I noticed that in about 2 minutes in my game crashes. to gets to almost 400mb standing still and I get an error : Lua Error: not enough memory. I have 8gb of ram so I don't think it's physically running out of memory. There is only app.lua, fpsplayer, and the gun prefab for lua scripts Initializing Lua... Executing file "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Scripts/Error.lua" Executing file "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Scripts/App.lua" Initializing OpenGL4 graphics driver... OpenGL version 441 GLSL version 430 Device: AMD Radeon R7 200 Series Loading map "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Maps/Hotel_Holdout v3.map"... Loading model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/characters/generic/generic.mdl" Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/developer/orangegrid.mat"... Loading shader "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/shaders/model/diffuse.shader"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/developer/orangegrid.tex"... Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/bricks/bricklargebare0168_7_small.mat"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/bricks/BrickLargeBare0168_7_Small.tex"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/bricks/BrickLargeBare0168_7_Small_dot3.tex"... Loading shader "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Shaders/Model/diffuse+normal.shader"... Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/road/asphalttextureno9037_1024x768.mat"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/road/asphalttextureno9037_1024x768.tex"... Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/metal/metalplatesnew0009_1_small.mat"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/metal/MetalPlatesNew0009_1_Small.tex"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/metal/MetalPlatesNew0009_1_Small_dot3.tex"... Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/developer/bluegrid.mat"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/developer/BlueGrid.tex"... Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/concrete/concrete_dirty.mat"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/concrete/concrete_dirty_diff.tex"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/concrete/concrete_dirty_dot3.tex"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/concrete/concrete_dirty_spec.tex"... Loading shader "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Shaders/Model/diffuse+normal+specular.shader"... Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/metal/metalplatesnew0052_7_small.mat"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/metal/MetalPlatesNew0052_7_Small.tex"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/metal/MetalPlatesNew0052_7_Small_dot3.tex"... Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/grass/grass0126_2_small.mat"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/grass/grass0126_2_small.tex"... Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/developer/greygrid.mat"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/developer/greygrid.tex"... Loading model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/sidewalk/corner_curb_inside.mdl" Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/sidewalk/corner_curb_inside_.mat"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/sidewalk/corner_curb_inside__color.tex"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/sidewalk/corner_curb_inside__nmap.tex"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/sidewalk/corner_curb_inside__specular_color.tex"... Loading shape "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Prefabs/Sidewalks/Corner_Curb_Inside.phy..." Loading prefab "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/prefabs/sidewalks/sidewalk long curb 1.pfb"... Loading model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/sidewalk/sidewalk long curb 1.mdl" Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/sidewalk/sidewalk long curb 1_ptexplane0.mat"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/sidewalk/sidewalk long curb 1_ptexplane0_color.tex"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/sidewalk/sidewalk long curb 1_ptexplane0_nmap.tex"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/sidewalk/sidewalk long curb 1_ptexplane0_specular_color.tex"... Loading shape "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Prefabs/Sidewalks/Sidewalk Long Curb 1.phy..." Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/wood/woodplanksclean0036_1_small.mat"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/wood/woodplanksclean0036_1_small.tex"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/wood/woodplanksclean0036_1_small_dot3.tex"... Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/wallpaper/wallpaperforties0033_small.mat"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/wallpaper/wallpaperforties0033_small.tex"... Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/ceiling tiles/tilesplain0138_11.mat"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/ceiling tiles/tilesplain0138_11.tex"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/ceiling tiles/tilesplain0138_11_dot3.tex"... Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/carpets/carpet0006_2_small.mat"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/carpets/carpet0006_2_small.tex"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/carpets/carpet0006_2_small_dot3.tex"... Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/floortiles/tilesbroken0013_2.mat"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/floortiles/tilesbroken0013_2.tex"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/floortiles/tilesbroken0013_2_dot3.tex"... Loading component "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/scripts/objects/player/fpsplayer.lua..." Executing file "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/scripts/objects/player/fpsplayer.lua" Executing file "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Scripts/Functions/ReleaseTableObjects.lua" Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Materials/Common/NavMesh.mat"... Loading shader "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/shaders/model/flat/default.shader"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Materials/HUD/crosshair.tex"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Materials/HUD/use.tex"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Materials/HUD/blood1.tex"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Materials/HUD/blood2.tex"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Materials/HUD/blood3.tex"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Materials/HUD/blood4.tex"... Loading sound "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Sound/Player/flashlight_02_on.wav..." Loading sound "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Sound/Impact/body_punch_03.wav..." Loading sound "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Sound/Impact/body_punch_04.wav..." Loading sound "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Sound/Footsteps/Concrete/step1.wav..." Loading sound "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Sound/Footsteps/Concrete/step2.wav..." Loading sound "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Sound/Footsteps/Concrete/step3.wav..." Loading sound "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Sound/Footsteps/Concrete/step4.wav..." Loading sound "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Sound/Footsteps/Concrete/jump.wav..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Materials/Common/bfn.tex"... Loading prefab "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/prefabs/weapons/autopistol.pfb"... Loading model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/weapons/autopistol/fpsautopistol.mdl" Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/weapons/autopistol/45_.mat"... Loading shader "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/shaders/model/animated/diffuse+normal+specular.shader"... Loading shader "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/shaders/model/shadow/shadow+animation.shader"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/weapons/autopistol/45__color.tex"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/weapons/autopistol/45_dot3.tex"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/weapons/autopistol/45_spec.tex"... Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/weapons/autopistol/arms.mat"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/weapons/autopistol/arms_color.tex"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/weapons/autopistol/Armsbake_dot3.tex"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/weapons/autopistol/arms_spec.tex"... Loading component "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/scripts/objects/player/fpsweapon.lua..." Executing file "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/scripts/objects/player/fpsweapon.lua" Executing file "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Scripts/AnimationManager.lua" Loading sound "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Sound/Ricochet/bullet_impact_dirt_01.wav..." Loading sound "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Sound/Ricochet/bullet_impact_dirt_02.wav..." Loading sound "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Sound/Ricochet/bullet_impact_dirt_03.wav..." Loading sound "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/sound/weapons/autopistol/revolver_dry_fire_01.wav..." Loading sound "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/sound/weapons/autopistol/gun_357mag_01.wav..." Loading sound "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/sound/weapons/autopistol/gun_357mag_02.wav..." Loading sound "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/sound/weapons/autopistol/gun_357mag_05.wav..." Loading sound "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/sound/weapons/autopistol/bullet_load_into_chamber_02.wav..." Loading sound "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Sound/Ricochet/bullet_impact_dirt_01.wav..." Loading sound "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Sound/Ricochet/bullet_impact_dirt_02.wav..." Loading sound "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Sound/Ricochet/bullet_impact_dirt_03.wav..." Loading model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/Primitives/Plane.mdl" Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Materials/Effects/muzzleflash.mat"... Loading shader "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/shaders/model/flat/diffuse.shader"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Materials/Effects/muzzleflash.tex"... Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Materials/Effects/default.mat"... Loading shader "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/shaders/particles/default.shader"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Materials/Effects/default.tex"... Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Materials/Effects/smoke.mat"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Materials/Effects/smoke_particle.tex"... Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Materials/Effects/bloodspatter.mat"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Materials/Effects/bloodspatter.tex"... Loading shader "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Shaders/Misc/occlusionquery.shader"... Loading shader "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Shaders/Model/Shadow/shadow.shader"... Loading shader "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Shaders/Lighting/directionallight.shader"... Loading shader "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Shaders/Lighting/pointlight.shader"... Loading shader "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Shaders/Lighting/spotlight.shader"... Loading shader "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Shaders/Drawing/drawimage.shader"... Loading font "C:/Windows/Fonts/Arial.ttf"... Loading shader "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Shaders/Drawing/drawtext.shader"... Lua Error: not enough memory Sometimes it doesn't give an error at all. I have also recived aGL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT error but I have not been able to recreate this error. Also a level with just a cube to stand on and the fpsplayer standing there doing nothing can reach >500mb ram The mapfile: https://mega.co.nz/#!NZ0GhQTT!Gjvose9IKX1nKJwuUuj9RQ8Pm8z4aK0ZZKkNUn8KhEA
  3. Version: Leadwerks Steam Beta updated 5-15-2014 This is really 2 bugs. First bug. When you create a normal map using the right click menu, the normal map it creates dosent get finished. It starts from the top and gets to a certian point and the rest of the file is blank. Second Bug. After the normal map is generated it does not show up in the asset thumbnail view. You must change to a different directory and back to see the normal map. The Texture The normal it generates.
  4. Hey , Is there any possibility to play a animation sequence without much effort, or do I have to create my own animation manager? And how should my animation manager look like? I thought about simply editing the current animation frame (like: I set the animation frame first to 1 and every 300ms or so I will switch to the next.)( and should I do this in a extra thread maybe?) - Mex
  5. Good day yesterday I wrote Josh Clint but he did not answer. I decided to write about this here, I'm interested to poluchaetsya that after additions to the standard version of indy version will not be updated? for the last couple of weeks I did not have more than one update.
  6. I want to create an inventory. I imagine this as a table that contains names of items that player has in the inventory. When the player opens inventory menu, script loads prefab of the first item in the inventory, display it's icon and values such as damage or price, and the it does it for all other items in the table. But Prefab:Load also creates an entity. Of course for icon I can just take a name of the item and open a picture with this name, but how should I get item's stats?
  7. Hello! I think that you should add another thread specifically for tutorials. We can see that the community is growing in numbers daily, and we could use something like this. I feel like it would keep the General Discussion thread neater, and would make it easier for someone new to locate help (besides the default text documentation).
  8. Is it possible to create geometry in a script at runtime? I'm looking to convert a voxel engine (Minecraft terrain) I made in Unity3d to Leadwerks, but I don't know what can and can't be done in Lua. I need to be able to create a mesh using polygons (not just creating cubes). Can this be done? and if so, how?
  9. Hey, I think the camera pick is no longer working properly, other people also have this issue. This is the code i tried it with: if (wd->KeyHit(Key::E)){ Vec2 mousepos = wd->GetMousePosition(); if (cam->Pick(mousepos.x, mousepos.y, pickinfo, 0)){ if (pickinfo.entity->GetKeyValue("tag") == "dbutton"){ //pickinfo.entity->SetKeyValue("tag", ""); System::Print("Entity picked, distance: " + String(pickinfo.distance)); pickinfo.entity->Hide(); } } } My problems are: The pick is only working if I'm so close to the object, that I'm touching it. And the pickdistance is everytime -1 Hope you can fix that. Btw: I tried picking csg boxes and models (Yes, I attached a empty lua script to these boxes). If you need more info here is the full thread in which some people and me discussed this.
  10. Just wondering if its possible. Like in this instance: http://gyazo.com/beaf4f77ce9c11bcc84f9c6b5239f215 [the above is a photo] Thank you EDIT:: For anyone wondering you need to go to the Assets tab, then drag one object onto another. Like this: http://gyazo.com/9c2ee28ed1f95cced94372daa7f50d7b Forgot to say it. But what he said.
  11. Hey guys! It's me Cody here. I have been messing around a lot with Leadwerks 3, mostly programming. I want to start a small game project, and get a feel of what it's like collaberating with other people with the same interests. As much as I hate to say it, I know what type of game I would like to make. The only reason I want to make this type of game is because it is quite simple, a FPS. I think that this would be the easiest one to make because it has no story, lots of re-used props, etc. Right now I'm thinking that this will be a community project, if you would like to participate and help, then it would be very much so appreciated! If anywhere down the road a team develops and we decide to change that, then this post will be updated. Right now these are the positions I'm looking for: 3D Modeler(s) Concept Artist (?) Anyone with experience in animation in LE3 Level Designer 2D Artist (Splashes, scopes, etc.) ​ Now onto more of the game aspects. Anything with a (?) next to it is subject to change. As of right now we need these assets: - A male army character (doesnt need to be rigged or textured) - A female army character (doesnt need to be rigged or textured) - A fighter jet - Some Guns I would like for this to be more of a COD and Battle Field mix. I think it would be nice to have some more open world levels, and some closer combat levels... that way it appeals to both sides of the spectrum. This game will be modern, not futuristic, not past. Classes Medic: This classes main role will be to assist the other players. You will start out with a basic health pack that you can heal other players with. You will be carrying mostly (?) SMG's so that you can be more mobile. But how good is an army if they are all bleeding to death? Gunner: The gunners role is to shoot 'em all down. You will be carrying mostly Heavy Machine Guns and some (?) Light Machine Guns. Lock n' Load. CCQ: The name escapes me right now, but this will be your standard soldier who carries Assault Rifles, SMG's, and LMG's (Light machine guns). You will be the guy who rushes in, and takes out the enemy without fear. Sniper: Your standard sniper class. You get to be the guy who sits back, and blows some heads off! You start with a low damage sniper rifle. Anti "Quick Scoping" is a main thing I want to cover, this should be more realistic. Engineer: Your job is to repair the vehicles used in bigger maps. From planes to helicopters to humvee's its all you. The goal of this game is... wait. It's an FPS, there is no goal! This game will be multiplayer only (?). You unlock better weapons by buying them with in game currency. You collect this currency by how good you do in your matches. If there is anything that you have questions on please ask! Just in case you missed it at the top, Anything with a (?) next to it is subject to change. Thank you for your time reading this, the application process is below. First Name: Position Applying for: Long Term Or Short Term Help?: How much Time Do you Have?: Skype Name: [PM if not comfortable sharing] Email: [PM if not comfortable sharing] For one time helpers please PM me! You will be included in the credits / thanks. Edited for McBerto.
  12. There was an update within the last few hours, and since then i have not been able to launch nor install leadwerks.
  13. Hey, Is it possible to move a camera in a direction defined in a Vec3 (a rotation)? Because camera->Pick doesn't work for me i would like to try now world->Pick Tried it like this: if (wd->KeyHit(Key::E)){ Vec3 oldCamPos = cam->GetPosition(); cam->SetInput(cam->GetRotation().y, 5); if (wrd->Pick(oldCamPos, cam->GetPosition(), pickinfo)){ if (pickinfo.entity->GetKeyValue("tag") == "dbutton"){ //pickinfo.entity->SetKeyValue("tag", ""); System::Print("Entity picked, distance: " + String(pickinfo.distance)); //pickinfo.entity->SetPosition(pickinfo.entity->GetPosition().x, pickinfo.entity->GetPosition().y - 2, pickinfo.entity->GetPosition().z); } } cam->SetPosition(oldCamPos); } I think now of the problems with my code is that SetInput uses physics, so my camera object won't go through objects, right? Anyway i have no good idea at the moment, hope anybody can help Lua code is also accepted Btw this is exactly what i want:
  14. I was trying to run my game from the exe, but I keet running into memory allocation errors. It reaches around 290mb ram in the windows task manager, then quits. If I load the Leadwerks editor and start it, it runs, but it will not run from the exe. Initializing Lua... Executing file "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Scripts/Error.lua" Executing file "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Scripts/App.lua" Initializing OpenGL4 graphics driver... OpenGL version 431 GLSL version 430 Device: AMD Radeon R7 200 Series Loading map "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Maps/Hotel_Holdout v2.map"... Loading model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/characters/generic/generic.mdl" Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/bricks/bricklargebare0168_7_small.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/bricks/BrickLargeBare0168_7_Small.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/bricks/BrickLargeBare0168_7_Small_dot3.tex..." Loading shader "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Shaders/Model/diffuse+normal.shader"... Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/developer/bluegrid.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/developer/BlueGrid.tex..." Loading shader "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Shaders/Model/diffuse.shader"... Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/bricks/brickround0044_5_small.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/bricks/brickround0044_5_small.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/bricks/brickround0044_5_small_dot3.tex..." Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/metal/metalplateszinc0014_3_small.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/metal/metalplateszinc0014_3_small.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/metal/metalplateszinc0014_3_small_dot3.tex..." Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/concrete/concrete_dirty.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/concrete/concrete_dirty_diff.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/concrete/concrete_dirty_dot3.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/concrete/concrete_dirty_spec.tex..." Loading shader "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Shaders/Model/diffuse+normal+specular.shader"... Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/developer/orangegrid.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/developer/orangegrid.tex..." Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/developer/greygrid.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/developer/greygrid.tex..." Loading prefab "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/prefabs/vehicles/pickuptruck.pfb"... Loading model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/vehicles/pickuptruck.mdl" Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/vehicles/truck_black.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/vehicles/truck_black_diff.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/vehicles/truck_nmap.tex..." Loading shape "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/vehicles/pickuptruck.phy..." Loading model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/vehicles/tiretruck.mdl" Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/vehicles/trucktire.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/vehicles/trucktire_diff.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/vehicles/trucktire_nmap.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/vehicles/trucktire_spec.tex..." Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/floors/floorsregular0301_2_medium.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/floors/floorsregular0301_2_medium.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/floors/floorsregular0301_2_small_dot3.tex..." Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/metal/metalplatesnew0009_1_medium.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/metal/metalplatesnew0009_1_medium.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/metal/metalplatesnew0009_1_medium_dot3.tex..." Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/developer/greengrid.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/developer/greengrid.tex..." Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/wallpaper/wallpaperseventies0048_medium.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/wallpaper/WallpaperSeventies0048_Medium.tex..." Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/carpets/carpetstextureno7620_1600x1200.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/carpets/carpetstextureno7620_1600x1200.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/carpets/carpetstextureno7620_1600x1200_dot3.tex..." Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/wallpaper/wallpaperforties0033_medium.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/wallpaper/WallpaperForties0033_Medium.tex..." Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/wood/woodplanksclean0036_1_small.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/wood/woodplanksclean0036_1_small.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/wood/woodplanksclean0036_1_small_dot3.tex..." Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/plaster/concretestucco0179_12_medium.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/plaster/ConcreteStucco0179_12_Medium.tex..." Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/wallpaper/wallpaperstextureno8618_1600x1200.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/wallpaper/wallpapersTextureNo8618_1600x1200.tex..." Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/floortiles/tilesbroken0013_2.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/floortiles/tilesbroken0013_2.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/floortiles/tilesbroken0013_2_dot3.tex..." Loading component "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/scripts/objects/player/fpsplayer.lua..." Executing file "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/scripts/objects/player/fpsplayer.lua" Executing file "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Scripts/Functions/ReleaseTableObjects.lua" Loading component "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/scripts/objects/triggers/simpledestruction.lua..." Executing file "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/scripts/objects/triggers/simpledestruction.lua" Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Materials/Common/NavMesh.mat..." Loading shader "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/shaders/model/flat/default.shader"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Materials/HUD/crosshair.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Materials/HUD/use.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Materials/HUD/blood1.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Materials/HUD/blood2.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Materials/HUD/blood3.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Materials/HUD/blood4.tex..." Loading sound "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Sound/Player/flashlight_02_on.wav..." Loading sound "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Sound/Impact/body_punch_03.wav..." Loading sound "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Sound/Impact/body_punch_04.wav..." Loading sound "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Sound/Footsteps/Concrete/step1.wav..." Loading sound "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Sound/Footsteps/Concrete/step2.wav..." Loading sound "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Sound/Footsteps/Concrete/step3.wav..." Loading sound "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Sound/Footsteps/Concrete/step4.wav..." Loading sound "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Sound/Footsteps/Concrete/jump.wav..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Materials/Common/bfn.tex..." Loading prefab "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/prefabs/weapons/autopistol.pfb"... Loading model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/weapons/autopistol/fpsautopistol.mdl" Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/weapons/autopistol/45_.mat..." Loading shader "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/shaders/model/animated/diffuse+normal+specular.shader"... Loading shader "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/shaders/model/shadow/shadow+animation.shader"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/weapons/autopistol/45__color.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/weapons/autopistol/45_dot3.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/weapons/autopistol/45_spec.tex..." Error: Memory allocation error. I have 2 AMD Radeon R7 200's in crossfire, but leadwerks runs in a manner that the crossfire does not enable itself. My specs: Windows 7 Pro DirectX 11 8GB Ram AMD FX™-8350 Eight-Core Processor, 4000 Mhz, 4 Core(s), 8 Logical Processor(s) 2 X (AMD Radeon R7 200 2GB) CrossfireX Enabled AMD Catalyst 13.12 WHQL dual 1080p monitors (game runs in one screen anyway)
  15. Hey, I'm trying to create a simple class where i wan't to store much variables (int string float vectors entitys, anything.). But i noticed when i try getting some variables i need to first create a new instance of the class (no idea if i can say it like this, but here's an example for a getter function) i do this: Vec3 getRunnerSpawn(){ return RunnerSpawn; } (the above class is called "GameManager") and to get the vector i need to do this: GameManager gm; gm.getRunnerSpawn(); but i don't won't to create a new instance, because then i would need to create a new instance for every class where i need to use this function. Anyone an idea?..
  16. While testing my game level, I came across a few situations where you can fall through the game map. It doesn't matter what size the csg is, you can fall through it at certain reproducible instances. I have only used the built in character controller, i have not created a manual controller and tested it so your mileage may vary. Video is still uploading.
  17. Hi lately when I try to create new Materials and/or Scripts the editor will instead open up a 'Rename Material/Script' window and the Material/Script in the 'Rename' window is always the last Material/Script I created. To further the issue the New Material/Script I attempted to create was created but is not visible in the editor unless I exit and reopen the editor. I am using the indie edition (beta), Windows 7. If more information is needed I can try to get screenshots later as it happens quite often.
  18. Hello everyone! I hope that this isn't already posted, I looked but couldn't find a solution. I was curious if someone could make a full (from start to finish) tutorial on how to animate a character for use in Leadwerks Steam Edition. I am hoping for Lua but if you do it in C++ I guess I'll just buy the real version. Thanks alot, and sorry for the short post but I've gotta' run!
  19. When trying to use the guide below in order to use the CrtDbg Library for detecting memory leaks, I found, that it showed me leaks beyond count. I then tried it on a fresh c++ project (created from the wizard within the Leadwerks-Editor), and noticed, that the leaks were there even on this new project. The guide I followed: http://msdn.microsoft.com/en-us/library/e5ewb1h3(VS.80).aspx I noticed the includes and define were already in Leadwerks.h so the only thing one needs to do, is call the following line: _CrtSetDbgFlag ( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF ); Also, the Output sadly didn't show, in which files and line-numbers the memory got allocated (Although I defined "_CRTDBG_MAP_ALLOC" and tried various different things). I therefore also tried Visual Leak Detector (http://vld.codeplex.com/). From what I saw, a lot of the memory seems to be allocated during various LW-functions, like the context-syncing, loading of the map or rendering, etc. Did I do something wrong? Do these tools maybe measure the memory too early? What really bothers me is that I can't really check my own code for memory leaks this way, as I simply wouldn't find them amongst the ~2000 (the exact count varies) number of leaks that are already there. Does anyone have a suggestion, what to do here? P.S.: Visual Leak Detector worked fine with LW2.5
  20. Hey, I found out that when the editor load a shader it looks like this: and when loading other things e.g. textures/materials: Have you seen this! (if not i will mark it out ) what a pity //I have nothing better to do than post this 'bug'
  21. Hey, I noticed (in 3.0 and 3.1) that Time::GetSpeed() doesn't return really useful values. When i opened some programs in the back (my computer is slower) I can run much faster and when my computer is very fast i run very slow. Here's the code i used: playerMovement.z = (window->KeyDown(Key::W) - window->KeyDown(Key::S)) * Time::GetSpeed() * moveSpeed; playerMovement.x = (window->KeyDown(Key::A) - window->KeyDown(Key:)) * Time::GetSpeed() * strafeSpeed; PS: if you activate vsync (context->Sync(true)) you can also run faster and when you disable it (more fps) you will run slower. Does somebody else has these problem's and do josh know about this? Or should i create a new bug report?
  22. Hey, I already created some triggers with leadwerks 3.0 but now in 3.1 i have one problem. It says: invalid type conversion at this line: currEnt->AddHook(Entity::CollisionHook, (void*)onCollision); heres my App.h: #pragma once #include "Leadwerks.h" using namespace Leadwerks; class App { public: Leadwerks::Window* window; Context* context; World* world; Camera* camera; App(); virtual ~App(); void onCollision(Entity* entity0, Entity* entity1, float* position, float* normal, float speed); virtual bool Start(); virtual bool Loop(); }; and the important part of my App.cpp [...] //The onCollision function void onCollision(Entity* entity0, Entity* entity1, float* position, float* normal, float speed){ } [...] //and in App::Start [...] list<Entity*>::iterator iter; for (iter = world->entities.begin(); iter != world->entities.end(); ++iter){ Entity* currEnt = (*iter); cout << "Entity loaded: " + currEnt->GetKeyValue("name") << endl; if (currEnt->GetKeyValue("name") == "runner_spawn"){ runner_spawn = currEnt->GetPosition(); } if (currEnt->GetKeyValue("name") == "death_spawn"){ death_spawn = currEnt->GetPosition(); } if (currEnt->GetKeyValue("name") == "runner_mesh"){ runner_mesh = currEnt; } if (currEnt->GetKeyValue("name") == "death_mesh"){ death_mesh = currEnt; } if (currEnt->GetKeyValue("name") == "void"){ currEnt->AddHook(Entity::CollisionHook, (void*)onCollision); } } [...] if you need more code i will give it out, but i think that should be enough Thanks, Mex
  23. Hello, prefabs are saved without a file extension. Thank you
  24. Steam Edition v3.1 converts images to the .tex format with loss of quality and various other defects. Attached is some images of the problem. Thread : http://www.leadwerks.com/werkspace/topic/9440-loosing-quality-through-drawimage/#entry71425 Data.zip
  25. Hello. I've taken a close look at my 2D images when they are drawn with DrawImage() and there is a notable quality loss. Not sure if this is a bug in the conversion process or not or if it's my textures... So I've attached the images to see what you all think. One is the original image rendered in Blender. And the other two are screen shots in game; one with the filter mode set to pixel and the other to smooth. Thanks Data.zip
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